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AotP General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#1
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Every Scaper Oughtta Know
Here's a condensed comparison of what changes and what stays the same between HS and AotP:
SAME
DIFFERENT
As a Scaper, by far and away the most confusing aspects for me were in when and how to resolve spell cards. Everything else felt normal. Even having squads with life felt natural. Anything I need to add to either list? ~Aldin, PSAishly He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#2
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Re: Every Scaper Oughtta Know
This isn't correct. It's what the victory condition is in 2 of the 3 scenarios listed in the rulebook but the normal rule is that you keep going until all your units are dead. After your planeswalker dies, you just cannot play any more spells.
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#3
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Re: Every Scaper Oughtta Know
Not sure what to say. You say it isn't correct and then confirm it. You can certainly play kill them all AotP, but the scenario gist is that killing the opponent's Planeswalker is the more typical victory condition.
~Aldin, noting that you also cannot summon after your Planeswalker is dead He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#4
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Re: Every Scaper Oughtta Know
Why do you say it's the more typical victory condition? Scenarios are an example of play; they do not define play.
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#5
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Re: Every Scaper Oughtta Know
Remember in the early days how we all played 400 point kill em all and standardized on 24 space start zones? Neither 400 points nor 24 spaces was "in the rules", but they were the gist of the scenarios in the booklet. We ultimately standardized around 500 points, but that was after a lot of experience got us there.
Similarly, if I were to give this game to two people who never played Scape, I would expect that their custom scenarios would tend towards 500 point, edge start, kill the Planeswalker. We could say that Heroscape doesn't have specific army size or starting space requirements in the rules and that would be right - but if I were to say that the "typical" Heroscape battle was 500 point armies with 24 space start zones, that would also be right. ~Aldin, expectation settingly He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#6
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Re: Every Scaper Oughtta Know
Aldin,
You are comparing apples and oranges. I am talking about what's in the the rulebook of the new game. Why would the rulebook say how to continue playing when your planeswalker dies (page 7 - Planeswalker Rules) if that death is supposed to end the game? |
#7
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Re: Every Scaper Oughtta Know
World/Species/Class/Personality
I find the MTG/AotP descriptions rather odd. They do not seem to be functional so far in any way, such as how Heroscape powers include some of their categories across Archkyrie General armies (but not others) for power/bonding synergy, but just general paraphrases of their army card names. Perhaps they are irrelevant or follow MTG conventions: perhaps more about them will be revealed in time. Turn Order Here's an unusual little detail. The new rules state that in a team game, both team mates sit on the same side of the table, but the turn proceeds clockwise after the initiative roll. Scape rules don't cover team play or where players sit, just say to go clockwise after intiativec. But this new rule means that in AoTP, team mates will often follow each other in moving. This I find odd, because my group always rolls for initiative (we usually play teams with four players) but insist that after each team decides which of its players will go first for the round, game play alternates between the two teams, which seems much more balanced. So I guess this aspect goes in the Differences group(?) Of course, if you're sitting at a round table..? I was onlyl ooking at Quozl's initial and partial scan of the rules pages, so perhaps I missed something here? |
#8
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Re: Every Scaper Oughtta Know
Quote:
~Aldin, suspecting that the similarity between titles and characteristics is intentional to make things easier to understand ETA For your edit that happened during my response. I think that's another MtG thing. A format called Two-Headed Giant is popular in MtG and in it both allied players take their turns simultaneously. And you're right, I think, it should be listed in differences. He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#9
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Re: Every Scaper Oughtta Know
Quote:
In M:tG, you might get combo synergies that say "All zombies get blah blah blah" or "All angels add blah blah" or "For each enchantment you have, gain one fudgesicle", etc... Offtopic: It must be difficult to balance so many different traits, and still make them usable. Zettian Guards are Soulborgs/Unique/Guards/Precise. When has precise ever came up? Maybe Guards has, but I don't recall that either. Unique Soulborgs is 99% of the time enough, just like Unique Zombies is enough for M:tG as well. |
#10
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Re: Every Scaper Oughtta Know
Quote:
Page 6 SotM rule book: Team Seating and Play: If you're playing a team game, teammates should sit next to each other on one side of the table, facing their opponents.Team play has always been this way; the same entries appear in the Rise and Underdark rule books. Teammates are supposed to get back to back turns unless initiative roll happens to split them up for the first and last turns of a round. It is just us 'scapers that decided that wasn't the right way to do it (which I do not agree with) and made these zig zag rules or initiative order rules; both are "house" rules even though they are often used in team tournaments. Last edited by R˙chean; August 21st, 2015 at 12:37 PM. Reason: "friendly" units are much better when played by the rules |
#11
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Re: Every Scaper Oughtta Know
Quote:
This is different in AofP since once the order is set it does not change. It is the same problem you see in classic risk since the strongest player can pick on the person who preceeds them, knowing it will be a while before retailiation occurs. Fixed turn order leads to unbalance inequality with one player always having the advantage. |
#12
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Re: Every Scaper Oughtta Know
quozl,
Again, dunno what to say. The basic scenario (Duel, also the only 1v1 scenario) is not kill them all, but kill the opponent's Planeswalker. That's what I wrote - that the basic scenario was not kill them all, but kill the opponent's Planeswalker. I'm trying to highlight things that are different from Heroscape. That's different. If there were an additional 500 points if summonable units for each color, and the scenarios listed 1,000 point armies, I'd have mentioned that as a change as well. Clearly that would have nothing to do with the rules, per se, but it would be a difference which I would expect someone with a Heroscape background to want to know. I think maybe under SAME I should have mentioned the typical army is 500 points and under DIFFERENT I should have mentioned that typical start zones are map edges as opposed to 24 space zones. I need to think about it. Some things either seem too basic / insufficiently different to mention or are blind spots about things I take for granted. ~Aldin, consideringly He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
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